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Re: [Nel] stickObject problem
From: |
Cyril 'Hulud' Corvazier |
Subject: |
Re: [Nel] stickObject problem |
Date: |
Tue, 9 Apr 2002 12:00:14 +0200 |
Hi Robert,
> I've got the pivot points and object local xyz in the
> right place, I think.
Is your problem is an offset between the bone and your sticked object ?
If so, perhaps i have a solution :
When meshes are exported from 3dsmax, vertices are exported in the local
object space (shown by the object pivot point).
But the object world space is also exported (DefaultPos, DefaultRotQuat,
DefaultScale). When you create an instance of your mesh, pos, rotquat and
scale of the instance are initialised with this default matrix.
Perhaps this will fix your problem (extract from object_viewer.cpp line 1690) :
transformSkel->stickObject (meshInstance, bindBone);
meshInstance->setPos (CVector::Null);
meshInstance->setRotQuat (CQuat::Identity);
meshInstance->setScale (1, 1, 1);
Hope this help.
Cheers, Hld.